Editing Development mode
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− | {{Rewrite|reason=Development mode massively changed in 1.4, with the menus overhauled, a bunch of options shifted to other menus | + | {{Rewrite|reason=Development mode massively changed in 1.4, with the menus overhauled, a bunch of options shifted to other menus when god mode is turned on etc.}} |
{{Image wanted|reason=See rewrite above - images of the new debug menus and the menus displaying their dev and god mode options (e.g. the +/- options on the mood bars when its activated}} | {{Image wanted|reason=See rewrite above - images of the new debug menus and the menus displaying their dev and god mode options (e.g. the +/- options on the mood bars when its activated}} | ||
[[File:Dev mode.png|300px|thumb|right|Development mode toolbar (red frame) on top of the screen, next to the colonist bar.]] | [[File:Dev mode.png|300px|thumb|right|Development mode toolbar (red frame) on top of the screen, next to the colonist bar.]] | ||
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=== Search bar === | === Search bar === | ||
Allows you to find items on the current map and will scan through all the items in the event of multiples. Does not work on map. In menus it can be used at any level to quickly find any action or setting through to narrowing item search results when spawning. | Allows you to find items on the current map and will scan through all the items in the event of multiples. Does not work on map. In menus it can be used at any level to quickly find any action or setting through to narrowing item search results when spawning. | ||
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== Debug Action Menu == | == Debug Action Menu == | ||
− | [[File:Debug actions menu.jpeg|500px|thumb|right|Debug Action Menu with | + | [[File:Debug actions menu.jpeg|500px|thumb|right|Debug Action Menu with [[Royalty DLC]] installed.]] |
− | There are many options in this menu, and several sub-menus. The search bar in the top right will highlight options matching the search criteria, but the spelling must exactly match | + | There are many options in this menu, and several sub-menus. The search bar in the top right will highlight options matching the search criteria, but the spelling must exactly match the name of the option or part of it. |
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− | Commands prefaced with with "T:" are applied to a target. Upon selection the menu will close and leave a T attached to the cursor | + | Commands prefaced with with "T:" are applied to a target. Upon selection the menu will close and leave a T with the selected tool name attached to the cursor. To cancel any tool at anytime just right click or press escape. Not every command can be listed all at once and frankly would overwhelm nearly anyone so many of these options are multi-level. To change an items quality for example select the "T:set quality" option and then select the quality you want to make the item. Special note that the game will only apply settings to objects that allow that effect or descriptor and will attempt to effect everything in every layer under the mouse. Beware T:Kill and T:Delete! |
Commands ending with an ellipsis "..." denote the items with submenus usually offering options such as quality level, quantity, difficulty level, or what item you want to spawn to name a few of the most common. Being presented with no option within a submenu usually means there is nothing available to do in the gamespace you are currently in. (e.x. spawning a pawn on the main menu) | Commands ending with an ellipsis "..." denote the items with submenus usually offering options such as quality level, quantity, difficulty level, or what item you want to spawn to name a few of the most common. Being presented with no option within a submenu usually means there is nothing available to do in the gamespace you are currently in. (e.x. spawning a pawn on the main menu) | ||
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===Incidents=== | ===Incidents=== | ||
− | Creates [[events]] and [[raid]]s | + | Creates [[events]] and [[raid]]s. You must be viewing your colony or other playable map for these options to display. |
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! style=width:13em | Action !! Effect | ! style=width:13em | Action !! Effect | ||
+ | |- | ||
+ | ! Do incident (Map) | ||
+ | | Creates an event (e.g. a [[disease]], [[heat wave]]/[[cold snap]], [[thrumbo]]s, [[Events#Ambrosia_sprout|ambrosia sprout]], random enemy raid or caravan visit, etc.). | ||
+ | |- | ||
+ | ! Do incident x10 (Map) | ||
+ | | Creates ten times the same kind of event, all at the same time (e.g. 10 [[mech cluster]]s). | ||
+ | |- | ||
+ | ! Do incident w/ point (Map) | ||
+ | | Creates an event with specified total [[raid points]]. | ||
|- | |- | ||
! Do trade caravan arrival | ! Do trade caravan arrival | ||
− | | | + | | Trade caravan arrives at your colony map, this can be random chosen, for example bulk goods trader, exotic trader, combat trader or something alike. |
|- | |- | ||
! Execute raid with points | ! Execute raid with points | ||
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! Execute raid with specifics | ! Execute raid with specifics | ||
| Creates a raid where everything can be specified (faction, total raid points, arrival mode and location, etc.). | | Creates a raid where everything can be specified (faction, total raid points, arrival mode and location, etc.). | ||
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|} | |} | ||
====Incidents: World mode==== | ====Incidents: World mode==== | ||
− | These functions are visible when you are viewing the world map in your game. | + | These functions are visible when you are viewing the world map in your game. |
{| class="wikitable" | {| class="wikitable" | ||
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! Add [[techprint]] to project {{RoyaltyIcon}} | ! Add [[techprint]] to project {{RoyaltyIcon}} | ||
− | | Allows you to select a | + | | Allows you to select a tech pring and which pawn will receiver credit for it's use. |
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! Apply [[techprint]] on project {{RoyaltyIcon}} | ! Apply [[techprint]] on project {{RoyaltyIcon}} | ||
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=== Autotests === | === Autotests === | ||
{| class="wikitable" | {| class="wikitable" | ||
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! Action !! Effect | ! Action !! Effect | ||
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| When tested in dev mode, it spawned 26 colonists, this command simulates a full colony with all tech researched. Included with everything unlocked, like buildings and items that can be placed. For example items/buildings added by mods are shown as well. You can use this as a test to see what consumables, buildings, workbenches, apparel, weapons and other available stuff is added when reaching endgame. All buildable buildings, props and decor, from the architecture tab will be spawned on an electric power grid shown in the picture below. As an addition all the items like consumables like food, drugs and raw resources will be shown in the other photo. | | When tested in dev mode, it spawned 26 colonists, this command simulates a full colony with all tech researched. Included with everything unlocked, like buildings and items that can be placed. For example items/buildings added by mods are shown as well. You can use this as a test to see what consumables, buildings, workbenches, apparel, weapons and other available stuff is added when reaching endgame. All buildable buildings, props and decor, from the architecture tab will be spawned on an electric power grid shown in the picture below. As an addition all the items like consumables like food, drugs and raw resources will be shown in the other photo. | ||
<gallery> | <gallery> | ||
− | + | Screenshot 2023-05-18 163244.png| make colony (full) command | |
− | + | Screenshot 2023-05-18 150933.png| make colony (full) command | |
</gallery> | </gallery> | ||
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